maybe the rest of the refactor?
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							| @@ -123,7 +123,7 @@ end | ||||
| function _init() | ||||
|  init_blip_pals() | ||||
| 	wipe_level() | ||||
| 	primary_ship.main_gun = zap_gun.new() | ||||
| 	primary_ship.main_gun = zap_gun_p.new()  -- redundant? | ||||
| 	load_level(example_level_csv) | ||||
| 	state = game | ||||
| 	pal(2,129) | ||||
| @@ -755,8 +755,7 @@ mknew(blast_gun) | ||||
|  | ||||
| protron_e = bullet_base.new{ | ||||
|  --shape | ||||
|  psprite = 23, --index of player ammo sprite | ||||
|  esprite = 24, -- index of enemy ammo sprite | ||||
|  sprite - 24, | ||||
|  width = 1, --in 8x8 blocks | ||||
|  height = 1, | ||||
|  hurt = { -- hurtbox - where this ship can be hit | ||||
| @@ -769,62 +768,58 @@ protron_e = bullet_base.new{ | ||||
|  y_off = 4, | ||||
|   | ||||
|  damage = 1, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = -3, | ||||
|  dym = -0.5, -- gun sets dy; | ||||
|              -- this is mult | ||||
|  category = enemy_blt_cat, | ||||
| } | ||||
| mknew(protron_e) | ||||
|  | ||||
| protron_p = protron_e.new{ | ||||
|  sprite=23, | ||||
|  dy = 6, | ||||
|  dym = 1, | ||||
|  y_off = 0, | ||||
|  category=player_blt_cat, | ||||
| } | ||||
| mknew(protron_p) | ||||
|  | ||||
| -- XXX Bookmark for bullet refactor | ||||
|  | ||||
| protron_gun = gun_base.new{ | ||||
| protron_gun_e = gun_base.new{ | ||||
|  icon = 25, | ||||
|  enemy = false, | ||||
|  power = 60, | ||||
|  cooldown = 0x0.000f, -- frames between shots | ||||
|  ammo = nil, | ||||
|  maxammo = nil, | ||||
|  actually_shoot = function(self, x, y) | ||||
|   local sprite = protron.psprite | ||||
|   if (self.enemy) sprite=protron.esprite | ||||
|  munition = protron_e | ||||
| } | ||||
| mknew(protron_gun_e) | ||||
|  | ||||
| function protron_gun_e:actually_shoot(x, y) | ||||
|  local m = self.munition.dym | ||||
|  for i=1,3 do | ||||
|    local b = protron.new{ | ||||
|     enemy=self.enemy, | ||||
|     sprite=sprite, | ||||
|     dx = i, | ||||
|     dy = 4-i | ||||
|   local b = self.munition.new{ | ||||
|    dx = i*m, | ||||
|    dy = (4-i)*m, | ||||
|   } | ||||
|   b:spawn_at(x,y) | ||||
|    local b2 = protron.new{ | ||||
|     enemy=self.enemy, | ||||
|     sprite=sprite, | ||||
|     dx = -i, | ||||
|     dy = 4-i | ||||
|   local b2 = self.munition.new{ | ||||
|    dx = -i*m, | ||||
|    dy = (4-i)*m, | ||||
|   } | ||||
|   b2:spawn_at(x,y) | ||||
|  end | ||||
|   local bup = protron.new{ | ||||
|    enemy=self.enemy, | ||||
|    sprite=sprite, | ||||
|    dy=4 | ||||
|  local bup = self.munition.new{ | ||||
|   dy=4*m | ||||
|  } | ||||
|  bup:spawn_at(x,y) | ||||
| end | ||||
| } | ||||
| mknew(protron_gun) | ||||
|  | ||||
| vulcan = bullet_base.new{ | ||||
| protron_gun_p = protron_gun_e.new{ | ||||
|  munition = protron_p, | ||||
| } | ||||
| mknew(protron_gun_p) | ||||
|  | ||||
| vulcan_e = bullet_base.new{ | ||||
|  --shape | ||||
|  psprite = 22, --index of player ammo sprite | ||||
|  esprite = 21, -- index of enemy ammo sprite | ||||
|  sprite = 21, | ||||
|  width = 1, --in 8x8 blocks | ||||
|  height = 1, | ||||
|  hurt = { -- hurtbox - where this ship can be hit | ||||
| @@ -833,31 +828,34 @@ vulcan = bullet_base.new{ | ||||
|   width = 1, | ||||
|   height = 4 | ||||
|  }, | ||||
|  center_x_off = 0.5, -- how to position by ship | ||||
|  bottom_y_off = 4, | ||||
|  top_y_off = 0, | ||||
|  x_off = 0.5, -- how to position by ship | ||||
|  y_off = 0, | ||||
|   | ||||
|  damage = 0.5, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = 4, | ||||
|  -- dx from gun | ||||
|  dy = -2, | ||||
| } | ||||
| mknew(vulcan) | ||||
| mknew(vulcan_e) | ||||
|  | ||||
| vulcan_gun = gun_base.new{ | ||||
| vulcan_p = vulcan_e.new{ | ||||
|  sprite=22, | ||||
|  y_off = 4, | ||||
| } | ||||
| mknew(vulcan_e) | ||||
|  | ||||
| vulcan_gun_e = gun_base.new{ | ||||
|  icon = 37, | ||||
|  enemy = false, | ||||
|  power = 8, | ||||
|  cooldown = 0x0.0002, -- frames between shots | ||||
|  ammo = nil, | ||||
|  maxammo = nil, | ||||
|  munition=vulcan_p, | ||||
|  dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, | ||||
|  xoffs = {1, 0, -1, 1, 0, -1}, | ||||
|  dxidx = 1, | ||||
|  actually_shoot = function(self, x, y) | ||||
|   local sprite = self.enemy and vulcan.esprite or vulcan.psprite | ||||
|   local b = vulcan.new{ | ||||
|    enemy=self.enemy, | ||||
|    sprite=sprite, | ||||
|   local b = self.munition.new{ | ||||
|    dx = self.dxs[self.dxidx], | ||||
|   } | ||||
|   b:spawn_at(self.xoffs[self.dxidx]+x,y) | ||||
| @@ -865,7 +863,11 @@ vulcan_gun = gun_base.new{ | ||||
|   if (self.dxidx > #self.dxs) self.dxidx = 1 | ||||
|  end | ||||
| } | ||||
| mknew(vulcan_gun) | ||||
| mknew(vulcan_gun_e) | ||||
|  | ||||
| vulcan_gun_p = vulcan_gun_e.new{ | ||||
|  munition=vulcan_p, | ||||
| } | ||||
|  | ||||
| -->8 | ||||
| --ships, including player | ||||
| @@ -927,7 +929,7 @@ player = ship_m.new{ | ||||
| } | ||||
| mknew(player, | ||||
|  function(p) | ||||
|   p.main_gun = zap_gun.new() | ||||
|   p.main_gun = zap_gun_p.new() | ||||
|   -- ONE HIT MODE | ||||
|   -- | ||||
|   -- p.hp = 0 | ||||
| @@ -1012,7 +1014,7 @@ spewy = frownie.new{ | ||||
|  end | ||||
| } | ||||
| mknew(spewy, function(ship) | ||||
|  ship.main_gun=ship.main_gun or protron_gun.new{enemy=true} | ||||
|  ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true} | ||||
| end) | ||||
|  | ||||
| chasey = ship_m.new{ | ||||
| @@ -1040,7 +1042,7 @@ chasey = ship_m.new{ | ||||
|  slip = true, | ||||
| } | ||||
| mknew(chasey, function(ship) | ||||
|  ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} | ||||
|  ship.main_gun=ship.main_gun or zap_gun_e.new{} | ||||
| end) | ||||
|  | ||||
| function chasey:act() | ||||
| @@ -1074,7 +1076,7 @@ xl_chasey=chasey.new{ | ||||
|  end, | ||||
| } | ||||
| mknew(xl_chasey, function(ship) | ||||
|  ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} | ||||
|  ship.main_gun=ship.main_gun or zap_gun_e.new{} | ||||
| end) | ||||
| -->8 | ||||
| -- collisions | ||||
| @@ -1283,9 +1285,9 @@ end | ||||
|  | ||||
| function spawn_bonus_vulcan_chasey() | ||||
|  local c = spawn_chasey() | ||||
|  c.main_gun=vulcan_gun.new{enemy=true} | ||||
|  c.main_gun=vulcan_gun_e.new{enemy=true} | ||||
|  c.die = function(self) | ||||
|   spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun) | ||||
|   spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p) | ||||
|   chasey.die(self) | ||||
|  end | ||||
|  c.sprite=4 | ||||
| @@ -1388,7 +1390,7 @@ example_level_csv=[[1,spawn_frownie | ||||
| 310,spawn_blocking_blocky | ||||
| 310,spawn_blocking_blocky | ||||
| 311,spawn_frownie | ||||
| 350,spawn_main_gun_at,70,-11,protron_gun | ||||
| 350,spawn_main_gun_at,70,-11,protron_gun_p | ||||
| 401,spawn_frownie | ||||
| 420,spawn_blocking_frownie | ||||
| 430,spawn_bonus_vulcan_chasey | ||||
| @@ -1498,8 +1500,9 @@ bullets | ||||
|   shots much easier to dodge | ||||
| * damage - damage per hit; | ||||
|   used by ships | ||||
| * psprite, esprite - index of | ||||
|   player or enemy sprite. | ||||
| * sprite - sprite index. | ||||
| * x_off, y_off - renamed for | ||||
|   the next two vars. may revert | ||||
| * center_off_x - the horizontal | ||||
|   centerpoint of the bullet, | ||||
|   for positioning when firing. | ||||
|   | ||||
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